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Get in here and lets get this moving!
>>
>>301942
The old Arkadian empire is in dissarray, with the child emperor killed and noble families battling over the capital, the empire is in a full collapse. Chaos has engulfed the land and local leaders are seizing power for themselves....

You(the players) are the guiding council of a fledgling settlement after the fall of the Arkadian empire, You settlement rests off the coast in the eastern highlands. It is up to you whether to attempt to reclaim the Imperial throne or have our people forge our own path into the future.
The first vote is to determine what kind of settlement it was before the fall

A. Fortified March- Being so close to the frontier this town was settled by veterans of the imperial wars, when Angevar III gave land grants to soldiers in exchange for long service. Due to our large amount of access to good land, our town has excellent horsebreeding facilities and stables, supplying horses to the imperial army and many prominent noblemen.
Our town starts off with a medium wall, strong militia, balanced economy and a large farming community with good access to the imperial highway system.
Stats:
Military: Medium
Industry: Medium
Trade: Medium
Magic: None
Special- Most flexible, start with bonus food and population, a strong garrison and a large supply of horses.

B. Trade port- Access to sea lanes and the imperial highway system made us a center of trade in the eastern empire. We have shipbuilding facilities and a well developed trade port.
We also have a low wall and a well equipped but poorly diciplined militia.
Stats:
Military: Weak
Industry: Medium
Trade: Strong
Magic: None
Special- start with Caravan and trade ships that can go out for trade, gives excellent information gathering and wealth accumulation, a guild is based in your town, specializing in a craft of your choice.

C. Military Headquarters- Access to the highway and being a major settlement in the east, it was designated by Emperor Charles IV 200 years ago as the Shield of the eastern frontier. The fort has a large military forge and training ground, in addition to a large workshop, capable of constructing wagons, siege weapons and other things.
We have high, strong walls and a large military garrison. We also have 3 resident battlemages from the Imperial college of Karelia.
Stats:
Military: Strong
Industry: Weak
Trade: Weak
Magic: Weak
Special: Starts with a significantly larger army and military fleet than your neighbors, you are well fortified as well
>>
>>301949
>C. Military Headquarters
>>
>>301973
changed to A
>>
>>301949
I'll give this a try, why not. Fortified March.
>>
>>301992
>>301979
The council has chosen the fortified march, a flexible balanced choice.

Now you must pick which hero to initially lead our people

A. Ranger-Captain Ansen Coldwater- A skilled ranger and officer, veteran of 100 battles and leader of the imperial highlanders, a company of mounted rangers 100 strong, skilled in the use of sword and bow and experts in skirmish combat and scouting
Coldwater leads them to your settlement, along with their families in the hope of finding some safety and stability.
- Gives a strong early military boost
- Bonus to combat rolls and military related rolls
- As a well respected commander, may be possible to recruit other lost military units to your cause

B. Merchant Lord Gyrados Savello- A skilled merchant and businessman, has made a dozen fortunes trading throughout the empire. He comes with a trade ship and caravan, in addition your settlement starts off with a bonus guild, specializing in a specific craft
- Gives 500 bonus starting wealth
- Gives bonus to tech and economic rolls
- As a well respected merchant, may be able to recruit additional ships and mercenaries to our cause

C. Battlemage Andros Calassian- A classically trained imperial battlemage and duelist, well respected in both military and political circles. He comes from a prominent noble family, giving possible new alliance options as well as a legitimate claim on the Imperial throne.
- Can help train new mages
- Gives a bonus to diplomatic and magic rolls
- Select 2 elements for him to master

D. Colonel Kylo Valerius- A noble officer and military engineer, he is an expert at rapid construction, especially military fortifications. He comes from a prominent noble family, giving possible new alliance options as well as a legitimate claim on the Imperial throne.
- Can help train engineers
- Gives a chance to roll to instant build structures every turn
- Gives a bonus to rolls related to sieges and defense
>>
>>301942
Survival bump #1
>>
>>302014
>c
>>
>>302075
Seconding
>>
>>302075
>>302079
>C. Battlemage Andros Calassian- A classically trained imperial battlemage and duelist, well respected in both military and political circles. He comes from a prominent noble family, giving possible new alliance options as well as a legitimate claim on the Imperial throne.
- Can help train new mages
- Gives a bonus to diplomatic and magic rolls
- Select 2 elements for him to master

What 2 elements would you have him master?
(water, fire, earth, air, death, life, light, dark, etc)
>>
>>302109
earth
life
>>
>>301942
Survival bump #2
>>
>>302162
do you have a twitter
>>
>>302169
Yea, Its from when my NEET days when I could host games all the time.

Shmeh Hosting @TeamShmeh
>>
>>301942
Last survival bump! Come on guys
>>
>>302201
/quest is a bit slow
>>
>>302209
*/qst/*
>>
>>302201
bump
>>
>>302224
can you please vote
>>
>>302123
Any other votes on this, or should I keep it going?
>>
>>302109
>Life
>Death
>>
>>302201
your quest will be a bit slow at first because European dragon quest is on
>>
>>302109
Earth and Light
>>
>>302123
changed to death and life
>>
>>302316
+1 life and death
>>
>>302316
All for that
>>
>>302316
>>302319
>>302332
Calassian spent much time in his youth practicing healing magics in the Church of Arkadia, however he also ran with several circles of noblemen who studied and even experimented with the arts of death magic. This combination of magic allows for the ability to resurrect people, however you must roll to determine how succesful the resurrection is, with failures resulting in near lifeless husks or the person immediately succumbing to madness. A perfect success would be a person returning with all of their functions and sanity intact.
>>
>>302382
Alright guys last question before we start.

In this time of strife and fury, many rumors about of legendary items and magic but one stands above the rest....

A. An ancient vault, filled with lost knowledge of both the mundane and the arcane, giving whoever finds it a major leap in their understanding of magic or technology

B. A magic blade, in the form of a dagger, capable of letting its user dissapate their own normal form, reapearing wherever they will a short distance away.

C. A divine spear, made by the gods for their champion, capable of piercing any defense, magic or mundane, including those of the gods themselves.
>>
>>302388
>A. An ancient vault, filled with lost knowledge of both the mundane and the arcane, giving whoever finds it a major leap in their understanding of magic or technology
>>
>>302388
>A. An ancient vault, filled with lost knowledge of both the mundane and the arcane, giving whoever finds it a major leap in their understanding of magic or technology
>>
>>302388
A. An ancient vault, filled with lost knowledge of both the mundane and the arcane, giving whoever finds it a major leap in their understanding of magic or technology
>>
>>302388
>C. A divine spear, made by the gods for their champion, capable of piercing any defense, magic or mundane, including those of the gods themselves.
>>
>>302388
A. An ancient vault, filled with lost knowledge of both the mundane and the arcane, giving whoever finds it a major leap in their understanding of magic or technology
>>
>>302404
>>302393
>>302391
Rumors swirl of an ancient vault in the far north, one of the last vestiges of an ancient empire filled with a respository of lost knowledge, it would be a major boon to any of the post imperial rulers to have this knowledge.
>>
>>302429
Its been a few weeks since the civil war began and chaos already engulfs the realm. As it stands now we possess a strong militia of 2000 men, well equipped and highly diciplined by Imperial standards, however militia men are not suited for long offensive campaigns and will fight better operating close to home in a defensive war. Its worth noting that we have a very large mounted force for a militia of our size, with 500 men serving as a light cavalry force, ideal for reconnaisance, pursuit and outriding for a larger army.

In addition our town has a medium sized wall with ramparts and a strong gate.

We have a strong economy primarily based on farming but our settlement does a fair bit of fishing trading and mining as well.

By some strange turn of fate, the famous Imperial hero and Battlemage Andros Calassian and his party were in our town for private business when we received news from the capital.

He has decided to set up shop here and will serve as a strong leader for our people.
>>
>>302492
Our settlement is a in a strong strategic position being situated on the coast, a major riverway and the Imperial highway.

Word reaches us from the west that the old island fortress of Krios has been taken over by the Imperial General Augustus Tullius, a famous commander and hydromancer. He has declared himself emperor and has a large garrison of loyal troops and a powerful fleet after inheriting one of the Empires main western bases.

To the east there are many towns in the interior looking for stability and leadership, local forces have already turned to banditry and refugees fill the roads and waterways.

To the south several coastal towns have declared petty kingdoms and are standing off against each other for regional dominance. The town of Carenton being the most notable, possesing a large trade fleet and several powerful guild houses.

To the north the greenskins have grown restless and sensing weakness have begun plundering and raiding south of the mountains again, threatening the small settlements and mining towns of the north.

As the council of our town whats our next move?(this is a write in answer)
>>
>>302520
Send the troops to the east, stabilise the region and bring them under our control.
>>
>>302553
This
>>
>>302553
this
>>
>>302553
supporting
>>
>>302520
>east
We can take them town by town, adding to our strength slowly but surely.
>south
That trade fleet would be very useful!
>north >greenskins
Can we use them to scare the towns into supporting us?
>>
>>302553
>>302566
>>302570
A force of 1000 men led by Calassian himself marches east, following the imperial highway it only takes a few days to find the main source of banditry.

One of cavalry scout patrols quickly identifies the source as an old imperial watchpost along the highway, positioned to overwatch both the river and the road. Ironically it is now being used to raid and slaughter the people it was built to protect.

Our men find it inhabited by a gang of bandits, their ranks swelled by deserters, little more than a group of armed thugs.

Their strength is estimated at 200-300, however they have a major advantage of the old outposts defenses, which include a low wall, a large stone keep and a trench surrounding the wall bristling with sharpened stakes.

Whats our next move?

A. Have a force lay siege to the outpost(500 men) while the rest of our men secure the towns in the area.
B. Pass them by and ignore them for now
C. Prepare to assault the outpost and wipe the bandits out
D. Summon another 500 men as reinforcements,(it may take a few days)(can be taken with any of the other options)
>>
>>302608
Ah I forgot E.Other(Write-in) is always an option
>>
>>302608
D. Summon another 500 men as reinforcements,(it may take a few days)(can be taken with any of the other options)

AND

A. Have a force lay siege to the outpost(500 men) while the rest of our men secure the towns in the area.

We can just wait outside their fortifications until they run out of food.
>>
>>302608
Can our battlemage help? otherwise:
>C. Prepare to assault the outpost and wipe the bandits out
We have to get the towns under our thumb quickly.
>>
>>302608
D. Summon another 500 men as reinforcements
A. Have a force lay siege to the outpost(500 men) while the rest of our men secure the towns in the area.
>>
>>302632
>>302626
We'll have few casualities, has merit
>>
>>302608
>C. Prepare to assault the outpost and wipe the bandits out
>>
>>302630
Essentially, our battlemage can do several things (which require magic rolls) that can help in both peacetime and war.

He is capable of resurrecting people as I said earlier as well healing the wounded, he also has the ability to magically forcing beings to die(very draining, morally questionable and ineffective against most basic magic defenses), he can also drain the life about other living things, healing and empowering himself.
He can raise the dead, although his necromany skills are very basic, with his dead being potentially disloyal and very stupid, he is only allow to maintain control over a few zombies at a time at this point. Later he can improve his abilities to increase the power, intelligence and loyalty of his undead minions, as well as control more of them.

He is also capable of improving people's will to live, a useful ability when giving a speech before a battle, and trying to save peoples lives.
>>
>>302666
>>302632
>>302630
>>302626
We have a 2-2 tie Councilors, are they any more who wish to speak up and vote on this issue?
>>
>>302632
This
>>
>>302632
changed to C
>>
>>302679
This>>>>302632

Also, love the theme and setting so far
>>
>>302693
change back to >>302632
>>
>>302667
Very cool, we never have to lose a friend - magic, live again!

Can we magically kill some bandits inside the outpost, raise them as Undead to distract them and then attack with out men?
>>
>>302632
+1
Starve the savage or burn them out, either way is good.
>>
>>302712
>burn them out
It's a stone keep though.
>>
>>302686
>>302702
>>302699
>>302639
>>302632
>>302626


A rider is sent back with orders to bring another 500 men to the area.

One of our best officers is given command over 500 men and lays siege to the outpost. Meanwhile our other men under Callasian move out to nearby towns and farming villages. The appearance of a clean, diciplined army fighting the bandits has quickly gained the support of the local people, many believing that the Empire has returned and that their brief time of living in a nightmare is now over.

However we find out from the local town elders that the bandits took many prominent townspeople prisoner as well as a large number of the young women in the area, claiming to be taking them under their personal protection.

Our troops swiftly impose law and order, putting criminals to the sword and restoring a sense of normalcy for the local people.

Whats our next move?(This is a write-in)
>>
>>302710
Was not around when choosing magic, but I still feel Earth + Wind would've been more useful offensively. Accelerating rock projectiles at supersonic speed.
>>
>>302722
Investigate where the bandits took the townspeople by organising a search party composed of outriders
>>
>>302722
Building on >>302710
Can we have our battlemage use his sorcery through the walls of the bandits outpost or will we need to get closer?

If so, get a few bandits killed and raised, and have them destroy food and water stockpiles, attack people, and otherwise spread terror
>>
>>302727
never losing capable officers is a huge boon too!
>>302731
>where the bandits took the townspeople
not the outpost?

>>302722
>Whats our next move?(This is a write-in)
Make the town people swear allegiance to our Battlemage. He's their leader now. They will also help draft more troops.
>>
>>302734
For optimal spell use you need line of sight, but you can still use it with a negative -10 modifier for not having sight, this can be gotten around with items and improved abilities later in the game.
>>
>>302741
>not the outpost
The impression I got is that this is a diferent bandit group. If it's the same one we passed over, we should marc ASAP to assault the outpost because starving them out will be disastrous for the kidnapped
>>
>>302731
The prisoners were taken to the outpost, sorry if I wasn't clear on that.
>>
>>302731
this
>>
>>302722
full assut on the outpost
>>
>>302760
March back ASAP for an assault because starving out the bandits will be disastrous for the kidnapped townspeople since the bandits will prioritise them less on food.
>>
>>302771
>full assault on the outpost
Rescue the hostages! It's good training for our troops too.
>>
>>302776
>>302775
>>302771
>>302712
>>302734
>>302710
A double time march is executed back to the outpost, tiring our army but shaving off a day in travel time, so only 2 days have passed.

Our army however is now tired and hungry, however Calassian can use his powers to temporarily empower our troops, allowing them to ignore fear, pain and hunger temporarily. However he has only of enough mana to do either this or option 2, use death magic to kill and raise several bandits, utilizing them to cause havoc inside the outpost while our men assault the gates.

A. Rally the troops, giving them a rousing speech about rebuilding a new better Empire(leaving it ambigous if he would place himself at the helm of this empire), attempting to restore our army to fighting condition through the holy arcane arts, prepare for the assault!(Requires a magic roll of 1d100)

B. Sneak close to the outpost, and command the powers of the dark arts to slay several bandits, raising them into our undead slaves(Requiring a magic roll of 1d100-10). Calassian signals for the men to form up for an attack...
>>
Rolled 12 + 10 (1d100 + 10)

>>302831
>B. Sneak close to the outpost, and command the powers of the dark arts to slay several bandits, raising them into our undead slaves(Requiring a magic roll of 1d100-10). Calassian signals for the men to form up for an attack...
>>
Rolled 31 (1d100)

>>302831
>A. Rally the troops, giving them a rousing speech about rebuilding a new better Empire(leaving it ambigous if he would place himself at the helm of this empire), attempting to restore our army to fighting condition through the holy arcane arts, prepare for the assault!(Requires a magic roll of 1d100)

Just attack and be done with it. Bandit scum!
>>
>>302841
not as bad as mine. Since this should be higher the better.
some one should roll besides me..
>>302831
best of three?
>>
Rolled 76 (1d100)

>>302831
>A. Rally the troops, giving them a rousing speech about rebuilding a new better Empire(leaving it ambigous if he would place himself at the helm of this empire), attempting to restore our army to fighting condition through the holy arcane arts, prepare for the assault!
>>
>>302853
well, at least our survivors will have learned things... resurrect some of them!
>>
Rolled 87 (1d100)

>>302831
Rally the troops!
>>
>>302838
Theres actually a -10 modifier since Calassian is out of sight of his targets. Also guys feel free to name yourselves Councilors so I can more easily tell you apart, you can guys can also talk more about long term goals and meta world building stuff, fluffing out our peoples cultural values, religious beliefs and laws(I was thinking of a kind of neo-roman Byzantine empire with magic)>>302856

Indeed councilor, best of three
>>
>>302861
>>302863
to the rescue! Smash the bandits, eat their hearts!
>>
>>302868
>long term goals
Make Andros Calassian Emperor, create an enormous army of the undead to strike fear into his enemies' hearts.
>religious beliefs
>cultural values
Same as the Old Empire, no? Whatever that was...
>>
>>302869
>>302863
>>302861
>>302853
Average of 64.4 a success, the men get in position to attack, with a battering ram being quickly crafted in the night and a dawn assault planned on the gate.

Now I will take the average of the first 3 rolls of 1d100+5 (for Calassians reassuring presence on the battlefield for our troops), also by successfully inspiring our troops, we have avoided a -10 modifier for our men being fatigued.
>>
>>302868
>neo-roman Byzantine empire with magic
Sounds great! High centralization, professional army etc.
>>
Rolled 54 + 5 (1d100 + 5)

>>302897
>>
>>302891
I don't think overuse of the undead is a good idea, it can go so wrong in so many ways and it is just cruel.
As far as religion, how about a pantheon?
>>
Rolled 87 + 5 (1d100 + 5)

>>302897
>>
>>302897
Please roll to determine the outcome of the assault with a 1d100+5, I will take the average of the first 3, sorry if that wasn't clear
>>
Rolled 82 + 5 (1d100 + 5)

>>302897
Leave none alive, except the hostages.
>>
>>302891
I'm a supporter of human supremacy and the need to unite the pieces of the old empire to destroy the greenskins up north
>>
>>302906
>overuse of the undead >cruel
Soften our enemies up by using undead, lowering our own casualties, moral high ground! What could go wrong :)

>pantheon
Yay! Just take the classic Roman pantheon?

>destroy the greenskins
Yes! Them, we can destroy with our undead!
>>
>>302918
How about we use undead for labor such as mining and farming?
As useful undead are, people who can learn and improve with experience are better
>>
>>302932
>mining and farming
We could also use slaves for that. Undead seem to represent a horror we can unleash upon an enemy imo.
>>
>>302918
Speaking of the greenskins, do we have any info about the wider world outside of the Old Empire?
I think we should aim to expand beyond the mountains after uniting the Homeland
>>
>>302918
Alright as long as we don't go using our own people as undead slaves or anything like that, criminals or enemies sure though.

I was thinking more of a fantasy pantheon, with each god representing an aspect of magic and the mundane, god of fire and war, goddess of life and death, god of storm and technology, so on and so forth.
>>
>>302948
Undead seem silent, we can organise groups of necromancers to raid camps at night to strike fear in the hearts of our enemies. We can also use eternal labor alongside the slaves even after death to threaten the populace as a form of punishment alongside this is assuming they retain consciousness as undead but cannot disobey a necromancer
>>
>>302963
The Evil Empire is born! I like it very much!
"You can't work anymore? Join the Undead! No, it won't hurt" stab that old man.
>don't go using our own people
Well, tax dodgers are criminals too!
"You haven't paid your bridge toll tax yet."
"I have, I'm sure I have!"
"Sure, sure. That's what they all they. Undead legions for you, my friend!"
>>
>>302910
>>302907
>>302903
Average of 79.3, a decent success.

Despite having several sentries on watch, the poorly skilled and diciplined bandits are slow to react as our army rushes quickly and quietly to the bandit's gate, alerting any sleeping bandits of our arrival with loud crash on the gate, from the first blow of the battering ram.

Apparently the bandits have forgotten that siege warfare has always been a specialty of the Imperial Army....

With our army in a special shield wall formation, they are able to stop most incoming arrow fire and protect the ram with minimal casualties.

A dozen men die to the arrows in the minutes until the gate is finally broken, with Calassian rallying the troops as they rush the breach, cutting down the rabble attempting to close it.

The bandits panic and attempt to flee after the gate is breached, knowing the chances they stand against the imperial army in a fair fight and most are coralled in the back of the outpost, to a small tunnel leading outside, our men having discovered it on the first day of the siege, so arrogant the bandits were, to not even hide the entrance to the tunnel. Several bandits, including their alleged leader were captured upon exiting the tunnel by our men.

In the basement of the keep, we find a large number of young women being kept in a large room, as well as several torture and prison rooms, occupied by the captured townspeople.

In the keep we find several weeks worth of food taken from the locals, a small armory(refilled with captured bandit weapons) as well as a large stable, a small forge and a fully functionaly well.

In the aftermath of the battle we count 40 men dead, with several dying in the final frenzied attacks of the cornered bandits, some preferring a death with sword in hand rather than being tortured and executed by the Imperial Army.

We still manage to capture just over 100 of the bandits what should be done with them.

A. Butcher them all, then raise as many as possible as zombie soldiers(Requires a d100-10 magic roll)
B. Crucify them, along the highway, as that is the punishment for banditry under Imperial law
>>
>>303006
>B. Crucify them, along the highway, as that is the punishment for banditry under Imperial law
>>
>>303006
Butcher and raise
>>
>>303006
>A. Butcher them all, then raise as many as possible as zombie soldiers(Requires a d100-10 magic roll)
Also hire bards to spread tales of the undead legion to deter opposition as this will be the fate that awaits them.
This should pacify crime and bandit groups in the area
>>
>>303018
>>
Rolled 94 + 10 (1d100 + 10)

>>303018
>>303024
Do negative modifiers negate dice rolls or something? Third times the charm for butcher and raise.
>>
>>302963
>>303000
>>302950
>>302948
>>302932
>>302918
>>302906
The commonfolk are anxious and fearful of the undead, many of them of being highly superstitious. However familiarity with value of Undead troops and laborers as well as simply seeing them on a day-to-day basis as well could lead to society accepting them more.

I thought it would be cool for soldiers, when they join the Imperial army, to have the option to state they are willing to serve again after death, if they cannot be healed or revived.

That way we could form a black legion of undead soldiers, able to march tirelessly and eternally stand on watch without feeling pain hunger or fear, great for defending borders and maintaining internal security as well as making effective assault troops that cannot be demoralized or discouraged by failed breakthroughs.

They could also be used as farm and mining labor, doing dangerous jobs that humans would otherwise do.

Finally if Callasian gets skilled and powerful enough he can make undead into lesser necromancers and death knights, highly intelligent minions specialized in magic and warfare, respectfully with power over death and the ability to raise and use their own minions.
>>
>>303044
Does higher levels of necromancy allow the creation of corporeal beings such as spectres and shadow demons?
This could allow for an extensive intelligence network as well as assassination attempts
>>
>>303044
The criminals and fallen enemies could be used for more labor purposes, while the Black legion could be exclusively for the fallen in our army, making it a proud tradition to serve or have one of your kin serve in the black legion

>>303058
Unfortunately you would need a mage with demonology and shadow magic skills to that. Our mage can essentially, heal, buff, revive people back to normal life, or reanimate them as undead, it is much more difficult to bring people back to normal life, than it is to reanimate them. He could also insta kill things but the use of this is generally limited to weak enemies as well being very taxing.
>>
>>303012
>>303018
>>303021
>>303028
Shit I forgot to mention during the battle that Calassian was able to lifedrain a bandit he was duelling with gaining the ability to cast one more spell,(If you choose A, I will take results of the previous vote, if you choose B we will take a different route)

We have enough magical power to either

A. Slay and raise as many bandits as possible as undead slaves
B. Revive and heal as many of our people as possible

Both require me to take the average of the first 3 rolls at 1d100-10
>>
>>303098
>B. Revive and heal as many of our people as possible
>>
Rolled 35 + 10 (1d100 + 10)

>>303098
>B. Revive and heal as many of our people as possible

This means the bandits gets crucified I take it? cool.
>>
>>303116
I definitely typed -10 that time
>>
Rolled 5 (1d100)

>>303098
>B. Revive and heal as many of our people as possible
>>
>>303121
RIP.
>>
Rolled 58 - 10 (1d100 - 10)

>>
>>303098
>A. Slay and raise as many bandits as possible as undead slaves
We should go for A, our rolls weren't as bad as this time
>>
Rolled 50 (1d100)

>>303098
Heal our people. Kill the bandits and resurrect them the next time our battlemage has enough mana.
>>
>>303108
change to A
>>
>>303133
>>303121
>>303116
average of 22.6, A dismal failure

Calassian first uses his strength to heal the prisoners as well as our wounded, succesfully helping most of them, however he collapses from fatigue half way through the resurrection casting only successfully bring back 2 of our fallen, with the rest either reviving in a vegetative state, howling madness or failing to stir from their eternal slumber.

The bandits are soon crucified along the side of the road, showing both foreigners and citizens passing through the strength of law and penalties for banditry in the new Callassian Empire(this provides our empire an air of legitimacy since we used the lawful method to punish the bandits)
>>
>>303186
Someone put these pitiful men out of their misery
>>
>>303186
What are our options? Also, what is to the east, north and south of this region?
>>
>>303171
Calassian will be drained for several days, at least after heavy exertion from healing and resurrecting people, especially after casting a inspiration spell beforehand and fighting in a brutal close quarters battle.
>>
>>303327
Since we took care of the bandits, we should integrate the town in to our domain and send out messengers to other towns for them to come under our protection. Travel time should take several days and by the time the rider returns, our battlemage should be just about done recuperating
>>
>>303264
>>303186
Sorry, had to grab something to eat real quick.


Back at home, word of our victory has already reached our peoples ears as well as several nearby groups. We receive two envoys, the first from "Emperor" Augustus Tullius demanding that we bend the knee and declare fealty to him, becoming his vassal,losing our independence and paying the old Imperial tax (30%) to him directly, in addition he gains control of our armed forces. The second is an envoy from the trade city of Carenton, claiming to be representing the Carenton Trade Organization, offering us membership in exchange for a small yearly membership fee(tax) of 10% levied on all products, resources and income produced here free trade agreement, allowing unrestricted access to Carentons Guilds and mercantile interests. We are also forbidden from trading with anyone outside the league.

The benefits of membership are an alliance with the rest of the league, and secure land based traderoutes and shipping lanes

Finally we could declare ourselves an independent Empire, the rest of them be damned.

A. Bend the knee, become vassals of the "Emperor" Augustus Tullius
B. Take the deal, join the Carenton League
C. Declare our independence, to the deepest pits of the underwolrd for these Usurpers!
>>
>>303402
B.
Fuck Augustus gloop though, Death to tyrants
>>
>>303402
B.
>>
>>303402
B sounds alright.
>>
>>303402
>C. Declare our independence, to the deepest pits of the underwolrd for these Usurpers!
>>
>>303402
B
they sound reasonable
>>
>>303417
>>303446
>>303454
>>303469
The representatives of the Carenton Trade Organization are delighted to hear of our agreement and offer to send us a dozen wargalleys to defend against potential aggression from the Tullian Empire.

(We have a squardron of 8 wargalleys and a handful of tradeships)

In addition the shipbuilding guild has purchased several large buildings by the dockyards and has declared their intent to build a small shipyard, allowing us to purchase ships, for a reasonable price of course.

In the weeks following the battle at the old outpost, we expanded our influence deep into the eastern midlands, with many small towns and farming villages declaring their loyalty and coming under our control, defacto annexing the a large area and granting us control of 40% of the former empires grain production, in addition they report a exceptional harvest in the fields leaving us with a large bumper crop for export.

Oh by the way, the Carenton Trade Organization will only accept raw materials, processed goods and the Carenton Ducat for trade, no other currencies are permitted.
>>
>>303402
B. Take the deal, join the Carenton League

We can always leave later... fantasy Brexit here we come!
>>
>>303513
Whats our next move?(this is a write-in)
>>
>>303513
Can we reinforce our harbour by having a chain?
>>
>>303513
can we have a map
>>
>>303546
This as well
>>
>>303527
Well, first off we should lower taxes across our empire to encourage population growth.

Secondly, I feel we should fund the exploration, construction and exploitation of minerals.

Third, attempt to brain-drain the carenton states of all their great engineers and shit by offering to put them on government subsidies.
>>
>>303527
Go to the north the greenskins are still a threat. And we can't let them keep raiding.
>>
>>303527
Go north to purge the greenskin filth, we have humans to save and a vault to find.
>>
File: Calassian Empire day 1.jpg (299 KB, 2132x1896)
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>>303554
>>303546
Here it is
>>
>>303570
I notice that with a big enough navy we and the carentons could keep the tullians locked on their island, effectively neutralising them.
>>
>>303557
>>303562
>>303556
An expedition of 500 men prepares to set north, to do a reconnaisance of the area and rend assistance if possible

Led by one of our best men, the follow the highway connecting the northern settlements, most of them at the foot of the the Arkadian mountain range, finding the first few settlements intact and safe but fearful of orcish raiders sighted in the region, later on we found several settlements that seemed to have been sacked and razed to the ground, including several important mining towns, the iron, gold and silver produced needed to feed any serious empire.

In addition, back in our midland territories there have been several militia groups and volunteers requesting to serve in our army, between the militia groups and fresh influx of volunteers we can train and field an additional 1000 men.

After several weeks our scouts are able to locate the raiders, numbering them at around 600 with several hundred human slaves in tow

Whats our next move?

A. Prepare to engage and destroy the greenskin horde
B. Build and garrison an outpost to protect the settlements that are still intact
C. Call for Reinforcements (1000 men)
D.Other(write-in)
>>
>>303629
D.
Call for reinforcements and send scouts to tail the greenskins back to their camp. We can find the rest of the human prisoners as well as their base of operations
>>
>>303629
>A
the greenskin rain of terror ends now.
>>
>>303629
>C. Call for Reinforcements (1000 men)
>>
>>303665
>>303634
>>303643
Sorry I meant to say that C.Call for Reinforcements can be taken with A or B.

My bad
>>
>>303629
>B. Build and garrison an outpost to protect the settlements that are still intact
>C. Call for Reinforcements (1000 men)
>>
>>303703
> A. Prepare to engage and destroy the greenskin horde
>C. Call for Reinforcements (1000 men)
>>
>>303629
B and C. The greenskins aren't going anywhere, and we need to make sure we're self sufficient before any competitors start claiming resources around us.
>>
>>303737
>>303715
A strong outpost is built to protect the settlements, straddling the imperial highway, it has a large garrison of 1000 men, including 300 medium cavalry, it has a medium stone wall, with towers and ramparts, and a large stone keep, with plenty of room for living space and storage.

They stand ready to respond to any greenskin attack, with patrols constantly out on reconnaisance,

Meanwhile in the south, the Carenton League has been attacked by a large petty kingdom to the south calling itself the kingdom of God, ruled by a man who used to be a mere High Bishop in the Arkadian church, has now named himself High Lord and Protector of the Faith, bringing all of Arkadia under an Empire of God's will. Their name has already spread tales of terror even to our lands, with stories of them purging settlements and burning hundreds at the stake in every settlement they bring under their rule.

The Carenton League requests we send 500 men to meet our alliance requirements and also demands they come under Carenton command,

Whats our next move?(this is a write-in)
>>
>>303831
Politely refuse to give up 500 men, and instead offer to jse the entirety of our military strength to pacify the insane priest, and liberate those Imperial citizens subjugated to his warped theocracy. All to the benefit of the League, of course. ;)
>>
>>303868
I support this course of action, assuming we ask for a, "small", fee for our services
>>
>>303831
just send 1250 men
>>
>>303831
Send 500 man to Carenton League to help with this crazy High Bishop and we should need to get rid of the greenskin so go looking for them and kill them.
>>
>>303868
we have orcs to the north remreber so we cant send all of our military strength
>>
>>303904
Forgot about that, do what I said with the caveat of leaving at least 500 men to defend the garrison. Idc about numbers, I just don't want the League to get to thinking that we're gonna stay under them.
>>
>>303897
this
>>
>>303868
>>303879
>>303896
>>303904
>>303915
Between the northern garrison of 1000 men. and then another 500 to garrison our town, leaves us with 1500 men to deploy. The army is deployed to great fanfare, the Carenton guildsmen notice this and the Carenton portion of the alliance will be bringing 2000 men to subdue the bishop with the smaller cities bringing another 1000 men altogether.

Our army, to the chagrin of the Carentonese follows one of our best commanders and will be deploying separately, allowing us to seize objectives, that may allow us to get some good concessions in any kind of peace deal.

The first objective is to establish a beachhead, our 8 ships can reasonably protect a fleet able to carry 1000 men

Our scouts have identified a small coastal town with a decent sized dock that makes a strong candidate for invasion.

A. Seize the beachhead (roll a d100 to determine the result, ill take average of first 3)
B. Join up with the rest of the alliance army
C. Other(write in)
>>
>>303972
A. Seize the beachhead (roll a d100 to determine the result, ill take average of first 3)
>>
>>303972
>B. Join up with the rest of the alliance army
>>
Rolled 87 (1d100)

>>303972
A. Take the beach head. Fortune favors the bold!
>>
Rolled 36 (1d100)

>>303972
A. Seize the beachhead
>>
Rolled 32 (1d100)

rolling
>>
Fuck. Okay so fortune just favors me.
>>
>>304018
>>304046
>>304047
155 of 300
>>
>>304018
>>304046
>>304047
The landing is rough, with a storm rolling in and capsizing one of our ships, a supply ship filled with food and army equipment,

Our force lands and meets little resistance, they able to quickly secure the town, digging a defensive trench and setting sentries for the night.

The locals are terrfied and are the recent victims of a inquistorial patrol, that burned several hundred people at the stake for any perceived heresies or sins.

Word comes that the alliance army landed close to the enemy Capital, and that the army of god is marching to meet them near the coast, leaving us an opportunity to seize several coastal towns and possibly even securing some inland areas.

A. Ride to the aid of our allies
B. Secure the coast for our people
C. Other(write-in)
>>
>>304092
B. Secure the coast for our people

If they question it later, point out we were trying to draw the enemy army away from them / didn't receive the messenger until too late.
>>
>>304092
>B. Secure the coast for our people
>>
>>304092
Secure a few of the more prominent coastal towns to establish a presence on this side of the water, and then ride to help the League army to avoid them getting too uppity about not doing our part.
>>
>>304107
>>304108
>>304110
A day is spent securing several coastal settlements, including a medium sized town and several fishing villages.

After spending 2 days forfifying the settlements 500 men are marched double time to the battle.

Arriving mere hours before battle is met, they are posted on the right flank of the battle and are hit hard by fanatical holy warriors, but are able to hold their position with 50 dead and another 100 wounded.

The army's center nearly broke until the Carentonese' mages called down a rain of fire on the enemy, killing the archbishop and shattering his army in a single destructive blow,,,

The army is able to break the gates of the city relatively and seize the city.

In the aftermath of the battle, the city of god is directly annexed into Carenton itself while we are awarded the land we were able to take, along with a small portion of the Kingdom of Gods treasury for our efforts.

Our army returns home, whats our next move?

A. Send an expedition north, to destroy the greenskins and resettle the lost northern settlements
B. Repair the imperial highway in our area
C. Set up a trade deal(we have excess horses and food for trade)
D. Establish a fort to protect our southern holdings
E. Other(write-in)
>>
>>304147
can we pick more then one option
>>
Rolled 3 (1d8)

>>304147
Also with normal rule reestablished I will now be doing tech rolls every turn with me rolling 1d8, with an 8 giving a tech upgrade of your choice.

>>304162
You can choose C with any of them
>>
>>304147
A. Fight off the greenie hordes and begin resettling the lost territories.

That aside, what's the deal with religion in this setting? Kind of a pseudo-greek othodoxy in keeping with the theme?
>>
>>304174
I was thinking early catholic church, without a central pope, due to previous religious civil wars that were put down by secular forces. The church was formally subdued and forced to act as a part of the state, but with the fall of the government, suddenly the church is independent again, and several religious leaders have gathered military forces throughout the old imperial territories
>>
>>304147
>A. Send an expedition north, to destroy the greenskins and resettle the lost northern settlements
>>
>>304147
A. Send an expedition north, to destroy the greenskins and resettle the lost northern settlements
>>
>>304185
Fucking NICE. Imperial Cult time baby!
>>
>>304208
>>304187
>>304174
An expedition of volunteers from all around our empire is gathered, including farmers, builders, and craftsmen, guarded by a force of 1000 men march north to reclaim our lost territories.

The reclaim several villages and a mining town before encountering resistance is a small village at the base of the mountains, our patrol finds a orcish warband camping amongst the ruins, and the patrol leader, a young noble officer looking for glory, orders an attack despite being outnumbered 2 to 1.

After a highly succesfull initial assault the patrol is surrounded by several hundred other orcs warriors who mustve been encamped nearby, their last act was to send a rider bearing news of contact with the enemy.

A. Settle and fortify the secured areas
B. Bring the greenskins to battle and wipe them out once and for all
C. Other(write-in)
>>
>>304223
>B. Bring the greenskins to battle and wipe them out once and for all
>>
>>304223
We just lost 1000 men in one encounter, we need to take those fuckers seriously. Settle and fortify the land we've claimed, and send a few scouts to figure out just what we're dealing with.
>>
>>304256
Sorry for the lack of clarity, the patrol was 50 men, not our entire northern army. We've taken a minor loss but now know where a major concentration of orcs are.
>>
lurkers please vote
>>
>>304223
A. Settle and fortify the secured areas

>>304302
no, I am busy in other quests
>>
>>304266
Oh thank god. In that case, just wipe them the fuck out and make sure the northern army is secure. Fortify shit afterwards, to prevent any green incursions.
>>
>>304309
>>304226
Calassian himself leads the army as it forces battle on the orcs. He rouses them with another inspiration spell, and leads a direct attack against their camp.

Please roll 1d100+10, I will take take the average of the first 3 rolls.
>>
Rolled 77 + 10 (1d100 + 10)

>>304328
>>
Rolled 22 + 10 (1d100 + 10)

rolling
>>
Rolled 2 + 10 (1d100 + 10)

>>304328

Dice gods bless my roll
>>
Rolled 39 + 10 (1d100 + 10)

>>
>>304384
The gods hate you sorry friend.
>>
>>304397

I need to sacrifice something to them
>>
>>304402
Like what?
>>
>>304404

In all honest. I have no idea, but I'm thinking insects or that guy
>>
>>304348
>>304354
>>304384
average of 43.6, the result is a failure as the greenskins were ready for us, and immediately began a counter attack, their ferocity and superior strength nearly overwhelms our forces, dozens of men dying in a few seconds, the line nearly fails, after steadying the line, the army is withdrawn from the field.

Alright guys Im sorry but I am running out of steam for the night,

Please check out my twitter Shmeh Hosting @TeamShmeh for scheduling updates, I plan on running at least a short session tomorrow.

Thanks for playing guys!
>>
>>304438
Feel free to talkabout long term planning and worldbuilding meta stuff
>>
>>304438
Thank you for writing this quest! I enjoyed it!

>long term planning
Thinking that a New Empire with Undead servants/soldiers sounds interesting. The League could use tighter political integration (EU :) ). Block the western island till they're ready to kill their own emperor and join the League - would that work? Are the orcs just wildlings or can we talk to them (like Mongols?) to find some kind of peace?
>>
We don't need to completely smash the greenskins now, let's just reclaim and fortify the existing human settlements, free the slaves and find that vault, we can use the knowledge therein to make us stronger, and we'll have an easier time fighting.

Also, the new towns we got are all south of the Carentons but still on the west coat right? I think more ships and shipyards will be a good use of our money, we can get the rest of the west coast under control using our infantry, and have naval superiority over whoever is left.
>>
>>305095
The League is fine as it is, we should oppose any reforms they might try to tighten their lock on the membership. After we defeat that 'Emperor' to our west, we should seek to establish our independence.
We would have a realistic chance at independence from the League if they are weakened, so we should continue our stance of helping out only where necessary and do things for our benefit.

>>305197
As he said, we should seek to expand our naval capabilities as well as create more convoys to engage in our trade deal with the mercantile League to bring in some income to finance our endeavours. Correct me if I'm wrong, our domain consists of large agricultural plains and some minor towns?
We should also aim to expand these towns in to cities as a long term goal to consolidate our hold in the area as well as manpower to conscript if needed and some corpses to use for our undead.
We also haven't taken advantage of the lost vault we have somewhere near our capital which will be greatly beneficial for us.
>>
File: 1462972640106s.jpg (9 KB, 250x237)
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Given that we're running in this pseudo-Roman setting around the time roughly equivalent to the Western Empire falling, I say we need to focus more on tech than magic. Some basic shit will really improve all aspects of our society. That's not to say that we should ignore magic, especially not given that our Emperor-to-be has control over life and fucking death, but we should focus on getting shit like concrete, running water, improved metallurgy, maybe even gunpowder in order to make sure that we can leverage our force most efficiently in a setting where every motherfucker is after the throne.

Regarding aesthetics and themes, I propose we develop something derivative from actual Roman shit around the time of Theodosius, building on the basic motifs and symbols (eagles, laurel wreaths, a noted aversion to pants, etc.) while also incorporating the aspects of another real-world culture from a comparable period. Given the setting's tech level and the relatively low fantasy, we could have a whole lot of fun with this, and have more than Rome Clone #3278 on our hands if we do this right. I'm feeling a blend of Roman shit and a Chinese approach to learning and tech. More than open to discussion, though.
>>
>>305402
So essentially. Roman Empire with undead legions?
Considering the relative primitivity of the tech, we can invent gunpowder which would spread like wildfire to other factions. Muskets and the like weren't known for their accuracy and stopping power.
With this, we can have a front line of undead that will not rout against a volley of ineffective early guns and have gunners in the rear.
Can we also establish an Imperial Cult around our Emperor-to-be if he can attain immortality through mastering magic?
>>
>>304438
Hey /qst/ is slow enough that I can continue a thread from last night, thats pretty cool.....

After having our attack blunted by the ferocity of the greenskins, our men were able to fall back in good order and returned to our camp to rest and eat.

Despite our initial setback, the troops are ready for another attempt at dawn, with outriders harrying the orcs and providing reconnaisance, our commanders have found a weakness in their position, another attack is launched

Roll 1d100+5 I will take average of first 3
>>
Rolled 88 (1d100)

>>305501
>attack
Smash those hill orcs!
>>
Rolled 37 + 5 (1d100 + 5)

>>305501
>>
Rolled 7 + 5 (1d100 + 5)

>>305501
FUCK ORCS
>>305407
>So essentially. Roman Empire with undead legions?
Something along those lines, but not quite just a Rome reskin. I'm sure it will deviate naturally, especially if we fuck with the tech line, but I want it to be significantly diverged from actual Rome. I might write some fluff later. Loving your idea wit the undead and muskets, btw. Although I'd add to the idea that rifling is relatively simple to implement, though breech-loading shit would be harder to do. No reason to stop at muskets if it gets that far. And yes, of course Imperial Cult is on the table, it was the plan from minute one. Especially given immortality is completely fucking feasible with the proto-Emperor.
>>
File: 1462939708857.jpg (155 KB, 640x720)
155 KB
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>>305528
Fuck these rolls man.
>>
Rolled 35 + 5 (1d100 + 5)

>>
>>305528
>>305523
>>305520
average of 47.333

Another inconclusive battle, with our men able to get an edge this time, unfortunately our men failed to trap the orcs and they were able to escape with minimal casualties.

Whats our next move?

A. Settle and fortify the reclaimed areas
B. Press the assault
C. Other(write-in)
>>
>>305542
>A. Settle and fortify the reclaimed areas
>>
>>305542
>A. Settle and fortify the reclaimed areas
>>
>>305542
A. Settle and fortify
>>
>>305542
A. Settle and fortify the reclaimed areas

We have bigger fish to fry and anyhow, if we fail in combat having fortified this area then it'll remain safe.
>>
Also, gunpowder weapons are the death of civ threads, but if we do include them, bear in mind that medieval firearms predated full plate armour, and they also weren't tearing through armour and shields like it was tissue paper the way people assume.
>>
>>305528
Since early guns will be ineffective against corpses, I assume enemy armies will still keep armoured infantry around in order to hold the undead at bay while gunners will do most of the damage.
Our gunners in the rear can simply massacre the armoured infantry considering the latent effectiveness of guns against heavy armour, without fear of friendly fire.

Cavalry charges can fuck us up though
>>
>>305537
yeah fuck this, settle and fortify. We'll come back with crossbows, or exploding crossbows, or guns that shoot crossbows.
>>
>>305544
>>305553
>>305556
3 villages are established as fortified marches, as well as being within 2 days march of our northern outpost.

Each settlement will get especially sturdily built homes, clustered together and surrounded by a low wall and a trench with sharpened stakes, a relatively simple but effective defense, especially against smaller raider forces.

There is a proposal to reenact the old Imperial policy of granting veterans land plots in the north, in order to encourage people to settle those lands

Meanwhile back at the home front, we have several projects we could do

A. Increase the size of our homeport, allowing us to field and support more maritime assets, also improves trade and fishing
B. Repair the imperial highway in our area
C. Set up a trade deal(we have excess horses and food for trade)
D. Establish a fort to protect our southern holdings
E. Establish a military training ground
F. Other(write-in)
>>
>>305582
Establish a fort to protect the south. That foothold will be important later when we inevitably turn on the Carentonese.
>>
>>305582
>A. Increase the size of our homeport, allowing us to field and support more maritime assets, also improves trade and fishing

The way I see it, the fanatics to the south have been broken, if not defeated, the orcs are being dealth with, the only other threat we know of is Augustus, and I want to blockade him on his island so he's not a threat.
>>
>>305582
>E. Establish a military training ground
>>
>>305582

A. Increase the size of our homeport, allowing us to field and support more maritime assets, also improves trade and fishing
>>
>>305582
A. We need a better navy
>>
>>305591
>>305599
>>305617

Plans are set for our engineers to begin work on our homeport, giving us a small shipyard in addition to the guild shipyard already present, its worth noting that the shipbuilders guild is opposed to the expansion project and is threatening to not do business with us if we try to build our own ships.

A. Upgrade the homeport, but do not build a shipyard, we must build a relationship with the Shipbuilders guild
B. Upgrade the homeport with a shipyard, we will build our own ships, guildsman be damned
C. Other(write-in)
>>
>>305634
B. Upgrade the homeport with a shipyard, we will build our own ships, guildsman be damned

Guilds are a great thing, but not when you must rely on them.
>>
>>305634
>B. Upgrade the homeport with a shipyard, we will build our own ships, guildsman be damned
>>
>>305634
Screw those nerds. Option B
>>
>>305634
B.
Our entire culture could slip into the sea any day and these fucks are trying to impede us, fuck em
>>
>>305634
>B. Upgrade the homeport with a shipyard, we will build our own ships, guildsman be damned

Can we get our lawyers to complain to the League. The shipbuilders are bound by League contracts to make business with us - and noone outside the League. We want reparation payments from them!
>>
>>305634
>B. Upgrade the homeport with a shipyard, we will build our own ships, guildsman be damned
>>
>>305661
Also: Can we seize their property (port) if they're not cooperative. All in the name of them not fullfilling their obligations.
>>
Rolled 4, 4, 7 = 15 (3d8)

>>305661
>>305645
>>305643
>>305640
>>305638
The guildsman are displeased with our decision to move forward on the Callassian Dockyards project but have yet to make any changes to their business practices with us, with many local people and businesses buying ships from them.

Meanwhile rumors swirl in the midlands of a powerful warlord in the northeast that has taken Arkadia itself and declared himself Emperor, and High Lord of the Faith, he is rumored to in league with the dark gods themselves, fielding armies of grotesque deformed soldiers, that have gained supernatural strength and intelligence, as well as a handful of them gaining powers of demonology.

Also forgot the last couple tech rolls

Whats our next move?

A. Send an expedition to annex/colonize the eastern midlands
B. Repair the imperial highway in our area
C. Set up a trade deal(we have excess horses and food for trade)
D. Establish a fort to protect our southern holdings
E. Establish a military training ground, to drill our troops to a professional level
F. Other(write-in)
>>
>>305687
>E. Establish a military training ground, to drill our troops to a professional level
>>
>>305687
E. Establish a military training ground, to drill our troops to a professional level
>>
>>305687
>E. Establish a military training ground, to drill our troops to a professional level
>>
>>305687
>E. Establish a military training ground, to drill our troops to a professional level
Steamroll everyone, they can prepare their infrastructure before we conquer them.
>>
Right, what's our kingdom called again?
>>
>>305707
>>305700
>>305691
A field is cleared, allowing for athletic conditioning and outdoor close combat training. We also build a small archery range, and a storage room for food and essentials along with a armory.

Meanwhile a band of refugees has come from the eastlands fleeing the Dark Emperor and claiming he is slaughtering the people of his "realm"

Whats our next move?

A. Send an expedition to annex/colonize the eastern midlands
B. Repair the imperial highway in our area
C. Set up a trade deal(we have excess horses and food for trade)
D. Establish a fort to protect our southern holdings
E. Train a specialist unit(selecting this will open a set of options for unit type/specialty
F. Other(write-in)
>>
>>305764
>A. Send an expedition to annex/colonize the eastern midlands
>>
>>305764
>E. Train a specialist unit(selecting this will open a set of options for unit type/specialty
NECROMANCER CORPS LEADING UNDEAD LEGIONS
>>
>>305772
we dont have mages
>>
>>305764
A. Send an expedition to annex/colonize the eastern midlands

More land = more troops, more trade = more power = more land =...
>>
>>305778
well fuck.

Change to A
>>
>>305764
>A. Send an expedition to annex/colonize the eastern midlands
More lands, more people, more power! The more the Dark Emperor slaughters the people, the better we look in comparison.


>>305761
Calassian Empire - our Battlemage's name
>>
can we have a updated map please
>>
>>305787
>>305786
>>305769
500 men are sent east to scout the eastern midlands. Coming to the first town outside of our control after a days march.

The locals eagerly swear fealty in exchange for protection from the Dark Emperor. This continues for the several villages until, finally about 10 days march east of our old border, we find a small town fighting off a group of raiders who serve the Dark Emperor, they are being led by

A. Ranger-Captain Ansen Coldwater- who has a led a force of Imperial highlanders to protect the town, conducting patrols and manning the walls around the town
>A skilled ranger and officer, veteran of 100 battles and leader of the imperial highlanders, a company of mounted rangers 100 strong, skilled in the use of sword and bow and experts in skirmish combat and scouting
Coldwater leads them to your settlement, along with their families in the hope of finding some safety and stability.
>Gives a strong early military boost
>Bonus to combat rolls and military related rolls
>As a well respected commander, may be possible to recruit other lost military units to your cause

B. Merchant Lord Gyrados Savello- By chance, the famous scientist and merchant was in the town when word came from the capital, he and the band of mercenaries with him have helped protect the town, as well improving their technology and improving their trade connections.
>A skilled merchant and businessman, has made a dozen fortunes trading throughout the empire. He comes with a trade ship and caravan, in addition your settlement starts off with a bonus guild, specializing in a specific craft
>Gives 500 bonus starting wealth
>Gives bonus to tech and economic rolls
>As a well respected merchant, may be able to recruit additional ships and mercenaries to our cause

C. Colonel Kylo Valerius- The town is well defended against any attack through a system of ingenious traps and fortifications, in addition the local militia seems highly trained and diciplined.

>A noble officer and military engineer, he is an expert at rapid construction, especially military fortifications. He comes from a prominent noble family, giving possible new alliance options as well as a legitimate claim on the Imperial throne.
>Can help train engineers
>Gives a chance to roll to instant build structures every turn
>Gives a bonus to rolls related to sieges and defense
>>
>>305841
A
>>
>>305841
A
>>
>>305841
B
>>
>>305841
>A
>>
Rolled 7 (1d8)

>>305875
>>305859
>>305845
After assessing our interests and intentions the Ranger-Captain agrees to join our Empire.

He brings with him a small town, along with 100 men from his Highlander company, veteran mounted rangers, equally suited to fight on foot, good for reconnaisance and patrols and skilled in the use of bow and blade, they generally prefer lighter armor, but can equip more heavily if the situation demands it.

They get a bonus to ambush rolls and defense rolls.

Our army quickly chases off the raiders and the town is fortified.

A. Continue to expand east
B. Secure and fortify want we have taken
C. Other(write-in)
>>
>>305899
B
>>
>>305899
>A. Continue to expand east
>>
>>305899
>Secure and fortify want we have taken
>>
>>305899
>A. Continue to expand east
>>
>>305841
Can we get a map?
>>
>>305899
A. Continue to expand east

Stop a good days travel short of the dark emperors lands, then we will start to fortify.
>>
>>305899
>A. Continue to expand east
That Ranger-Captain is ideal for our continued expansion.
>>
>>305943
>>305929
>>305916
>>305911
The Imperial highlanders, backed 400 regulars continue to push east, while another 500 men are brought in to fortify the settlements

They pass a few farming villages before encountering a patrol of soldiers in old imperial livery, it seems the Dark Emperor has taken on the symbols of the old regime. They demand to know who are men are and where they come from.

After a brief exchange of words, they demand we swear fealty to the Dark Emperor or face death.

Knight-Captain Ansen needs orders

A. Conduct an organized withdrawal back to friendly lands
B. Wipe out the enemy patrol (1d100+10)
C. Other(write-in)
>>
>>305989
>A
Clearly this patrol is but a small part of a sizable host
>>
Rolled 33 + 10 (1d100 + 10)

B. Wipe out the enemy patrol
>>
Rolled 7 + 10 (1d100 + 10)

>>305989
B. Wipe out the enemy patrol
>>
Rolled 30 + 10 (1d100 + 10)

>>305989
B.
We're the only dark lord here
>>
>>306001
change to A
>>
>>305989
A, our rolls are absolute trash and they wouldn't be that cocky without reinforcements nearby. No sense getting our new friend killed.
>>
>>306016
>>306014
>>305997
You guys are lucky im a nice dm.

The men withdraw back to our town and dig in, the Dark Imperials trailing us from a distance.

Our men dig in, turning the town into a frontier fortress.

Whats our next move?

A. Establish an outpost to guard the eastern midlands
B. Repair the imperial highway in our area
C. Set up a trade deal(we have excess horses and food for trade)
D. Establish a fort to protect our southern holdings
E. Train a specialist unit(selecting this will open a set of options for unit type/specialty
F. Other(write-in)
>>
>>306027
A. Establish an outpost to guard the eastern midlands

Fortify it into something like the maginot line.
>>
Rolled 1 (1d8)

>>306027
>>
>>306027
>A. Establish an outpost to guard the eastern midlands
>>
>>306027
>Establish an outpost to guard the eastern midlands
>>
>>306027

>can we have a updated map please
>>
>>306027
>A. Establish an outpost to guard the eastern midlands
That Dark Emperor will come soon...
>>
>>306027
a updated map would help us a lot
>Train rangers we need better soldiers.
>>
File: Calassian Empire day 1.jpg (303 KB, 2132x1896)
303 KB
303 KB JPG
Rolled 4 (1d8)

>>306085
>>306079
>>306047
>>306046
>>306045
>>306041
An eastern outpost is set up to protect the eastern frontier against the Dark Emperor.

Hearing rumors of the winds of war brewing, a mercenary company from the Carenton League has offered its citizens. For a sizable fee and a large share of the loot, they will join our forces for the next year.

The mercenary army is mainly composed of pikemen, supported by crossbowmen and swordsmen.

A. Pay the mercenaries, and add them to our forces
B. Pass we do not have need for their services
C. Other(write-in)
>>
>>306117
>A. Pay the mercenaries, and add them to our forces
>>
>>306117
>Pay the mercenaries, and add them to our forces
Just remember to make sure they encounter an unfortunate 'accident' during the battle once they served their use and to reanimate them to add in to our ranks.
>>
>>306117
A. Pay the mercenaries, and add them to our forces
Like a said we need better soldiers.
>>
>>306190
>>306129
>>306135
The mercenary company is brought on board, and used to garrison are home territories while our troops reinforce the eastern frontier.

A. Conduct an Imperial Census
B. Repair the imperial highway in our area
C. Set up a trade deal(we have excess horses and food for trade)
D. Establish a fort to protect our southern holdings
E. Train a specialist unit(selecting this will open a set of options for unit type/specialty
F. Other(write-in)
>>
>>306213
B. Repair the imperial highway in our area

We will encourage trade by doing this, while also enhancing our troops mobility in our lands.
>>
>>306215
Before we agree on this, where does the Imperial highway lead to?

>A Conduct an Imperial Census
This is also important as we need a good grasp on our manpower to call upon
>>
>>306213
>B. Repair the imperial highway in our area
I think that good roads will help us get supplies to our frontline troops when war breaks out.
>>
>>306215
>>306226

Additionally, good infrastructure may work against us as it will improve our enemy's mobility as well as ours. We're facing a superior force here so we will probably be on the defensive. This means our highway will be used against us
>>
>>306223
>Imperial highway
thought it just meant roads fallen to disrepair
>>
>>306213
can we do the Census and Repair the highway this turn?
>>
>>306231
It's the "Imperial" Highway, I assume it's one that leads towards the Old Heartlands of the Arkadian Empire which just so happens to be the Dark Emperor's lands
>>
>>306231
>>306223
The highway links most of the old imperial settlements together and facilitates movements and trade, and can help bind an inland empire together.

The current highway is in a state of disrepair, its been decades since any kind of serious maintenance work has been done.
I will add it to the map for the next session along with minor settlements and some natural features.
>>
>>306213
Repair the highway, means refugees from the dark empire can come more quickly to us. More population=more power.
>>
>>306242
Can we do what >>306234 said?
>>
>>306227
Ah, true. Good point. Though it would also mean we always know which road they're going to use - the best one. We could just raise more troops instead though.
>>
>>306249
Change to census
>>
>>306213
>A. Conduct an Imperial Census
>>
>>306255
Harassing an invading force's supply trains will be more effective when they're bogged down and under constant delays by terrible infrastructure.
>>
>>306265
>>306262
>>306223
Conducting a census we find we have a population of 527,326 people

We find additional manpower available in our population, and our advisors recommend raising another regiment of 1000 men, or commisioning a major construction project to make use of our labor.

We also find 26 people throughout the realm showing signs of magic ability, with a proper magic academy we could begin training them into low level mages.
>>
>>306288
A. Establish a Magic Academy
B. Repair the imperial highway in our area
C. Set up a trade deal(we have excess horses and food for trade)
D. Establish a fort to protect our southern holdings
E. Train a specialist unit(selecting this will open a set of options for unit type/specialty
F. Other(write-in)
>>
>>306288
>Establish a Magic Academy
Also a good way to start dispelling the taboo of Necromancy if we have more Necromancers around
>>
Rolled 3 (1d8)

>>306288
>>
>>306302
Addiionally, since we have excess food how about creating storehouses somewhere to store food in?
We can preserve food longer and we will have more supplies during war or during a famine
>>
>>306302
>A. Establish a Magic Academy
Our glorious leader wants necromancers to give him an Undead Legion!
>>
>>306314
>storehouses
and granaries! More supplies are good! Put them in different locations to support our future war.
>>
>>306302
D. Establish a fort to protect our southern holdings
>>
>>306322
We also have excess horses, we should look in to creating a cavalry force extremely specialised towards harassing

>>306331
Our southern holdings are right next to the League and are not under threat. If we are to go against the Leage in the future, this will be a viable course of action
>>
>>306302
B. Repair the imperial highway in our area
>>
>>306331
This
>>
Remember guys, the Dark Emperor has mages that dabble in Demonology which can summon incorporeal beings that cannot be harmed physically.
It's wise that we set up a foundation for our mages by constructing the Magic Academy
>>
>League
They're still our friends. Tighter integration is what we need! It should be more than an economic alliance. Common standards, law, necromancers - together we can do more. They can send magicians to our academy too.
>>
>>306302
>A. Establish a Magic Academy
>>
>>306401
This
>>
>>306401
This.
Although we only have 26 mage candidates, higher mastery over Necromancy allows one to create some undead that can create lower forms of undead. This means that our undead forces can multiply as long as our mages are skilled
>>
>>306419
>>306408
>>306401
>>306315
>>306307
Several weeks later the new Magic Academy, set up on the edge of town is finally ready to begin educating the next generation of magicians.

You may choose 2 magical arts for the classes to specialize in splitting the students in half, or have all students study 1 magical art

At this point we only have one mage whos stats are thus

Andros Callassian
Life Magic:Journeyman
Death Magic:Neophyte
Close Combat:Expert
Diplomat(bonus to diplo rolls)

What will their specialization be?(this is a write in)
>>
>>306503
light
>>
>>306503
>What will their specialization be?(this is a write in)
The same as Andros Callassian. Let's our men survive and get's undead soldiers. Super OP imo!
>>
>>306503
A split specialisation between Death and Life Magic.
The students are personally tutored by Callasian and are taught close combat as a side subject.
Because Callasian himself is not that accomplished as a mage, the Magic Academy is just where the students do experiments but most of the learning is through jolly adventures together with Callasian as he heads out on his duties.

He gives his Life students hands on experience healing wounded soldiers at the clinic and the Death magic students practice on reanimation of corpses.
This constant use of magic leads to students being depleted almost everyday which ironically contributes to an increase in their mana pool as the constant usage of one's magic circuits strengthens them.

The students engage in close combat practice with soldiers at the fort leading to some rather /fit/ mages...
>>
Meanwhile rumors swirl in the midlands of a powerful warlord in the northeast that has taken Arkadia itself and declared himself Emperor, and High Lord of the Faith, he is rumored to in league with the dark gods themselves, fielding armies of grotesque deformed soldiers, that have gained supernatural strength and intelligence, as well as a handful of them gaining powers of demonology.

now what type of magic is best agenst demons
>>
>>306550
Light is highly effective, but lightning, ice and large boulders are useful as well.
>>
>>306562
Can we hire mages to teach at our academy?
>>
>>306570
from our friends in the League
>>306544
>/fit/ mages
:) maybe mana and physical strength are connected.
>>
>>306570
Yes thats an option, there are several strong candidates for professors in the Carenton League, as well as the Mages Guild
>>
>>306584
Pick up a trade deal to sell some excess horses. Use the money to hire mages proficient in Life and Death to teach Callassian as well as our students.

Death is a must but Life can be negotiated, we can ditch Life for Holy against Demons, but it may not be as versatile as Earth or other magics
>>
>>306584
While were at it, advertise, well, pay the League to advertise our new Magic Academy and have new students enroll for free for the first year to celebrate its construction. This will attract mage potentials from the entire League.

We can also have the League itself to headhunt mage potentials and for each one they send to us we pay them
>>
>>306503

light and death
>>
>>306632
In fact, instead of having them pay tuition after one year, students who enrolled within the first year will have free education in order to make it more appealing.
>>
>>306643
>>306646
>>306632
>>306617
>>306570
>>306516
We sell some horses to the Carenton League, making enough money to recruit several professors

Including a
Level 2 pyromancer
Level 2 Lightmage
Level 1 hydromancer
Level 2 aeromancer

In addition another 10 students are brought in from the Carenton leagaue, being drawn in by the first year of free tuition
>>
Rolled 4 (1d8)

>>306675
With the north finally stabilized, the iron mines have begun producing again, we may now build a medium smithy in our home city to take advantage of this.

A. Build a smithy
B. Repair the imperial highway in our area
C. Set up a trade deal(we have excess horses and food for trade)
D. Establish a fort to protect our southern holdings
E. Train a specialist unit(selecting this will open a set of options for unit type/specialty
F. Other(write-in)
>>
>>306675
The students are half focused on life the other half on death, and will be level 1 mages in 2 years.
>>
>>306682
>A. Build a smithy
>>
>>306682
>Build a smithy
We don't seem to have heavily armoured units if I recall?
>>
>>306694
We mostly have leather armor, with a smattering of scalemail and light mail for some of our best troops and leaders
>>
>>306682
>A. Build a smithy
Our future heavy infantry can protect our mages even better - personal guards for them... as well as shock troops to break enemy lines.
>>
>>306728
>>306694
>>306692
A smithy is built, and our craftsmen can now make weapons tools and armor, to a much higher quality than previously.

The bells start to ring as the city goes into alert, following a sighting of a Tullian Fleet moving our direction by one of our fishermen.

They are expected to enter the area within a few hours

Whats our next move?(this is a write-in)
>>
Rolled 7 (1d8)

>>
>>306753
Prepare all of our galleys for battle, and prep a force of our regular soldiers to serve as impromptu marines. However, attempt to parley before we engage the fleet.
>>
>>306753
What >>306780 said
As well as intercepting with our warships as well as the trade ships.
Have some of the tradeships contain some flammable material to ram the Tullian fleet and burn with.
While our ships are buying time, have citizens create a tall tower at the harbor to house our aeromancer where he will use his magics to conjure winds going against their sails.
While this is all happening, have the smithy create a large chain to deny a naval landing in the harbor
>>
>>306780
>attempt to parley before we engage the fleet.
NO PARLEYING FOR AUGUSTUS GOOP
>>
>>306796
I shouldve mentioned that the professors will not fight for us, they will only teach the students and fight in defense of their school/themselves
>>
>>306796
Also have the fastest runners to call reinforcements from other nearby cities and send a fast ship to request aid from the Carentons
>>
>>306811
Ah, I didn't want to put them at risk anyway as it would be a waste to lose future mages of that type of magic
>>
>>306753
>Whats our next move?(this is a write-in)
They will have to land, we're waiting for them with our soldiers and smash them against the sea, done.
>>
>>306824
>>306812
>>306780
>>306796
Actually guys I think this is where Im gonna stop for the day, I will try to continue this during the week.

Please checkout my twitter Shmeh Hosting @TeamShmeh for scheduling updates and other information

Thanks for playing!

As before you guys can talk long-term and meta world building between play sessions
>>
>>306753
Send a party of scouts and scholars north to search for the ancient vault.

>give us the edge in the coming war against the dark empire
>>
>>306845
>tfw completely forgot we had that
I swear to god when we have free time, someone make a write in to i investigate that place.

Any ideas on what might be inside?
>inb4 inheritance of an alien civilisation: ROBOTS
>>
>>306844
Many thanks for writing this quest! Looking forward to next time!

>>306845
>ancient vault
forgot that too
>>
>>306753
Im gonna try to run this at least once this week, Im out of town this weekend but I should be able to run a game next Tuesday afternoon
>>
>>310894
Tomorrow or next week tuesday?
>>
>>310971
next week Tuesday, im gonna try to get a session one of the nights this week though
>>
>>311010
Would there by any interest in a session tonight? I can probably squeeze 2 or 3 hours in
>>
>>314348
Not sure if others are here, but I won't be around because timezones
>>
>>314378
Where do you live?
>>
>>314393
Caliphate of England
>>
>>314443
Shit I thought you guys were free now?
>>
>>314717
Not if some people have their way, they want a second vote which might not happen. Even then where I live might just bugger off thanks to our leader being a huge, literal, cunt but that is very unlikely to happen.

This is also forgetting the fact that people have been getting into the UK illegally for years, mostly from the french coast.
>>
>>314717
Germany is the one deciding the terms when leaving iirc.
They're probably gonna make an example of us to prevent more countries from leaving.
>>
>>314784
>that id
Oh wow
>>
>>314784
If Germany does that then they display to the world a simple fact; the European union is not a willing and benevolent deal between nations. It might threaten other nations into not leaving but if they are smart they will notice that it would a sign of a deeper problem.


Not to mention the old bitch isn't all powerful, admittedly she is respected but most nations aren't hateful of us for leaving and thus I doubt such a thing would be allowed.

Plus we could kill her before she does such a thing and any successors, until they put someone reasonable into the position of determining the deal.

Sadly, if she does such a thing we might finally get a good reason for war in Europe; Germany being a uppity bitch again has worked twice before... though not for them.
>>
>>314865
>>314790
You guys want to play now?
>>
>>314976
We only have 2 people here. Majority decision won't really work out unless we flip a coin or something.
Besides I have less than 30 mins before I go to sleep.
>>
File: Calassian Empire day 3.jpg (428 KB, 2132x1896)
428 KB
428 KB JPG
>>306796
>>306812
>>306824
The alarms ringing, our people prepare for war, with siege stocks being readied, troops being drilled and riders going out in every direction with word of the attack. Word soon reaches the Carenton League and a large fleet and army are mustered for a counter attack.

What shall we do?

A. Send our ships into battle and scour the seas of the false emperor
B. Crush them when they make landfall
C. Other(write-in)
>>
>>315132
A. Send our ships into battle and scour the seas of the false emperor

Heres hoping other people show up...
>>
>>315132
bump#1
>>
>>315249
Alright well Im gonna give this another shot a different then
>>
>>315132
Cush them when they land. While we hold them off from the land, that'll give the carentons time to arrive and support us from the sea. Which means we'll be fighting them from two sides.

Also OP, time to make a new thread man. Human civ quest #2.
>>
>>315132
B. Crush them when they make landfall.



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